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Dead or Alive series formats and tools

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Lilstormcloud
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Re: Dead or Alive series formats and tools

Post by Lilstormcloud »

Is it just me who's missing the paradise swimsuits and the paradise videos for Phase 4, Marie and Honoka (:

So where we at for this thing?
We can get the encrypted models, now we need to decrypt them?

deronar
It looks like the same as the 360 version model..................
Which I guess is kinda good in a way since I can just inject all my old stuff from the 360 models. (silver lining)
Darko
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Re: Dead or Alive series formats and tools

Post by Darko »

Lilstormcloud wrote:Is it just me who's missing the paradise swimsuits and the paradise videos for Phase 4, Marie and Honoka (:

So where we at for this thing?
We can get the encrypted models, now we need to decrypt them?

deronar
It looks like the same as the 360 version model..................
Which I guess is kinda good in a way since I can just inject all my old stuff from the 360 models. (silver lining)
How did you unpack those files??
Image
deronar
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Re: Dead or Alive series formats and tools

Post by deronar »

Pff, if they are the same like Xbox-360, I can't see any use for me to rip them from the game. Lazy developers xD
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Rosalin
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Re: Dead or Alive series formats and tools

Post by Rosalin »

@deronar
OMG. how did you get that model?
Did you pull it out from the memory?
or decrypted file in the hard disk?
sf234
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Re: Dead or Alive series formats and tools

Post by sf234 »

Fixed version of archivarius (credits to b0ny for original script, also to mikulover39 for adapting it to PC format).
4byte-keys handling not implemented (I have no idea how to do it, at least for now).
Some files produce errors (although their keys looks legit).
Also some files (in particular KOKORO_DLCU_003_00*H/HL) listed in archivarius database as unencrypted (they are on xbox), but on PC they are encrypted.
Tested with DLC #358140, errors in AYANE_DLCU_002_001.--HL, EIN_DLCU_001.TMCL, MOMIJI_DLCU_002.TMCL, MOMIJI_DLCU_021.TMC.
viewtopic.php?p=104944#p104944
Last edited by sf234 on Sun Apr 05, 2015 6:36 am, edited 1 time in total.
tcl36478655
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Re: Dead or Alive series formats and tools

Post by tcl36478655 »

sf234 wrote:Fixed version of archivarius (credits to b0ny for original script, also to mikulover39 for adapting it to PC format).
4byte-keys handling not implemented (I have no idea how to do it, at least for now).
Some files produce errors (although their keys looks legit).
Also some files (in particular KOKORO_DLCU_003_00*H/HL) listed in archivarius database as unencrypted (they are on xbox), but on PC they are encrypted.
Tested with DLC #358140, errors in AYANE_DLCU_002_001.--HL, EIN_DLCU_001.TMCL, MOMIJI_DLCU_002.TMCL, MOMIJI_DLCU_021.TMC.
thank you for the py files.

I have compared TMC files(PC version),seems they just in opposite order maybe you have noticed that. (:
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Rosalin
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Re: Dead or Alive series formats and tools

Post by Rosalin »

Thanks a lot for the new scripts.
I can hardly imagine how it was made.
You are the saviors.
Last edited by Rosalin on Tue Apr 07, 2015 12:27 am, edited 1 time in total.
Vashey
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Re: Dead or Alive series formats and tools

Post by Vashey »

deronar wrote:Pff, if they are the same like Xbox-360, I can't see any use for me to rip them from the game. Lazy developers xD

Care to share your script meanwhile?
Lilstormcloud
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Re: Dead or Alive series formats and tools

Post by Lilstormcloud »

Maybe the extras are to do with the soft engine that they switched off lol.

in any case it looks like quite the simple conversion. exact same process as converting street fighter mods from PC to 360.
Last edited by Lilstormcloud on Fri Apr 03, 2015 10:56 pm, edited 1 time in total.
mikulover39
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Re: Dead or Alive series formats and tools

Post by mikulover39 »

updated .dat, I changed it all to what was extracted from the exe by mariokart64n so credits to him for that. This also includes the entries for the 3 DLC's I got using blp converter.
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Protocol X27
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Re: Dead or Alive series formats and tools

Post by Protocol X27 »

Rosalin wrote:@deronar
OMG. how did you get that model?
Did you pull it out from the memory?
or decrypted file in the hard disk?
Vashey wrote:Care to share your script meanwhile?
Pay no attenntion to him, he just shows up to show off what he can do only to never share anything.

***

Meanwhile, awesome stuff guys! I figured PC progress would be faster, but not that fast :D

So it looks like there is still some processing in terms of file finding right? I see that some of Ayane's costumes aren't listed, so I'm guessing there's still some conversion differences.

Hopefully, I'm not just rehashing obvious stuff, but on initial inspection

TTX Removed
TTDM Added
TTDH Added
TTDL Added
Lheader only contains TMCL Length

At at least the Bone Nodes & Indices are intact. I suppose in the mean time I can start looking into rebuilding my translators/convertors while we're working on other stuff.
It's going to take a bit to start wrapping my brain around all of the addresses being inverted now. At least some changes will be minimal with that.

Edit:
Ok, so the TTDL is the lengths and offsets for the Textures which is essentially the entire bulk of the TMCL now. Ros' comment makes more sense now regarding the index/vtx. If stuff isn't in the TMCL now there would be no need for the offsets in the LHeader.
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Rosalin
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Re: Dead or Alive series formats and tools

Post by Rosalin »

damn, I want it so badly.


I wish to learn how to build a string like "mesh_data = #(#(44, 44, 44, 44, .." in the max object.
When I right a script, I usually copy and paste that part, but if I can get it from TMC directly, then it's going to be more decent.

Vertex normal part is confirmed.
That 3 of them are vertex normal xyz and now it looks it's not ugly HEND3N anymore.
Last edited by Rosalin on Tue Apr 07, 2015 12:28 am, edited 3 times in total.
tcl36478655
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Re: Dead or Alive series formats and tools

Post by tcl36478655 »

Rosalin wrote: damn, I want it so badly.


I wish to learn how to build a string like "mesh_data = #(#(44, 44, 44, 44, .." in the max object.
When I right a script, I usually copy and paste that part, but if I can get it from TMC directly, then it's going to be more decent.

Vertex normal part is confirmed.
That 3 of them are vertex normal xyz and now it looks it's not ugly HEND3N anymore.
what do you mean about "build a string like mesh_data"? seems they mean Length\Number\Volume...maybe other?
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Rosalin
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Re: Dead or Alive series formats and tools

Post by Rosalin »

tcl36478655 wrote:what do you mean about "build a string like mesh_data"? seems they mean Length\Number\Volume...maybe other?
You know that in the max object, Object Properties > User Defined.
Length, Count, Offset..

I can hardly read the mario's script @_@
Last edited by Rosalin on Wed Apr 08, 2015 8:21 am, edited 3 times in total.
mariokart64n
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Re: Dead or Alive series formats and tools

Post by mariokart64n »

copied the python files needed to run the doa5LRarchivarius script, so that python doesnt have to be installed to run it.

just unpack and double click on "STARTGUI.BAT"

Download: (1.36mb)
doa5LRarchivarius.7z
Maxscript and other finished work I've done can be found on my DeviantArt account
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